U.S. patent application number 13/067613 was filed with the patent office on 2011-12-29 for systems, methods and techniques for safely and effectively coordinating video game play contests both on and off line.
This patent application is currently assigned to Nintendo Software Technology Corporation. Invention is credited to Wing Cho, Yoshihito Ikebata, Akiya Sakamoto, Yukimi Shimura.
Application Number | 20110319170 13/067613 |
Document ID | / |
Family ID | 45353047 |
Filed Date | 2011-12-29 |
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United States Patent
Application |
20110319170 |
Kind Code |
A1 |
Shimura; Yukimi ; et
al. |
December 29, 2011 |
Systems, methods and techniques for safely and effectively
coordinating video game play contests both on and off line
Abstract
A game involves establishing a Wi-Fi connection for retrieving a
template used to create a level for the game. A play test is
conducted to determine if the created level of the game can be
played. The created game level can be shared with other players
and/or submitted as a contest for play and competition judging by
other players.
Inventors: |
Shimura; Yukimi; (Kyoto,
JP) ; Cho; Wing; (Kyoto, JP) ; Sakamoto;
Akiya; (Kyoto, JP) ; Ikebata; Yoshihito;
(Kyoto, JP) |
Assignee: |
Nintendo Software Technology
Corporation
Redmond
WA
Nintendo Co., Ltd.
Kyoto
|
Family ID: |
45353047 |
Appl. No.: |
13/067613 |
Filed: |
June 14, 2011 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
|
61344220 |
Jun 14, 2010 |
|
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|
Current U.S.
Class: |
463/42 |
Current CPC
Class: |
A63F 2300/406 20130101;
A63F 13/327 20140902; H04W 4/203 20130101; A63F 2300/572 20130101;
A63F 2300/204 20130101; A63F 13/795 20140902; A63F 13/77 20140902;
A63F 13/87 20140902; A63F 13/332 20140902; A63F 2300/575 20130101;
A63F 13/35 20140902; A63F 13/63 20140902; A63F 2300/6018 20130101;
A63F 13/92 20140902; A63F 2300/552 20130101 |
Class at
Publication: |
463/42 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A computer implemented method for creating a game, comprising:
establishing a wireless connection for downloading a game template
to a user's personal device; allowing a user to create the game by
using said downloaded template; providing for the user to view
and/or edit the created game; conducting a play test to determine
playability of the created game; and sharing the created game with
other users.
2. The method according to claim 1, wherein the game comprises a
created level that is shared for play by other players.
3. The method according to claim 1, wherein the created game is
submitted as a contest level for play and judging by other
players.
4. The method according to claim 1, further comprising wirelessly
delivering a tutorial on how to build game levels.
5. The method according to claim 4, wherein the tutorial includes
practical hands on experience in building levels.
6. A computer implemented method for creating a level of a game,
said method comprising: establishing a wireless connection for
downloading a template for creating the level of the game; allowing
a user to create the level of the game by using said downloaded
template; and providing for the user to view and/or edit the
created level of the game.
7. The method according to claim 6, wherein the created level is
submitted as a contest level for play by others.
8. A game system which in addition to game play allows a user to
create a level of the game, said system comprising: at least one
processor programmed for: a) establishing a Wi-Fi connection for
downloading a game template; b) allowing a user to create the level
of the game by using said downloaded template; c) providing for the
user to view and/or edit the created level of the game; and d)
conducting a play test to determine if the created level of the
game can be played; and a server for storing said game template
that is wirelessly accessible by said at least one processor.
9. The game system as claimed in claim 8, said server further
storing a tutorial on how to build levels for download to said at
least one processor.
10. The game system as claimed in claim 8, wherein the created
level is uploaded to said server as a contest level for play and
judging by other players.
Description
CROSS REFERENCE TO RELATED APPLICATIONS
[0001] This application claims priority to U.S. Provisional
Application No. 61/344,220, filed Jun. 14, 2010, is incorporated
herein by reference in its entirety.
FIELD
[0002] The technology herein relates to networked gaming, and more
particularly to systems, methods and techniques for coordinating
online and offline contests for multiple networked electronic
devices and/or other users.
BACKGROUND AND SUMMARY
[0003] Within the last decade, computerized gaming, computer
graphics and electronic networking have revolutionized remote
networked game play. The Internet, cellular communications
networks, and wireless communications networks such as WI-FI have
opened exciting new possibilities for networked multiplayer gaming.
If one desires the competitiveness of a multiplayer game and it
isn't practical or possible to invite friends over, it's now
possible to connect to a network and use the network to carry game
play signaling between different gaming or other appliances. A
child can now operate a handheld gaming platform at a kitchen table
or in a fast food restaurant and interact wirelessly in real time
with another player across town, across the country or on the other
side of the globe. One can play against friends, neighbors,
acquaintances or people one hasn't yet met. Contests are also
possible.
[0004] Further exemplary illustrative non-limiting features and
advantages of an exemplary illustrative non-limiting implementation
involve providing contest templates through Wi-Fi or other wireless
or wired connections wherein users submit their own creations of
game contest levels, evaluate each others creations, and see
auto-calculated results. This new system can provide the following
services: [0005] Updating information by using Newsfeed. [0006]
Provide templates specific to certain rules and restrictions
available on the server for users to build their user driven
contest (UDC) level from. [0007] Maintain server. [0008]
Monitor/patrol all activities for security reasons. [0009] Remove
any items not suitable to share with public audience.
[0010] Users will enjoy this Wi-Fi social event by uploading their
own created game contest levels and downloading game contest levels
of others and evaluating the results. Evaluation results will be
automatically calculated and winners of the contest will be posted
on under the "contest" section of the game.
[0011] By selecting the Construction Zone Menu of the game, the
user is provided with a quick tutorial series on how to build
levels by actual hands on experience. Once the tutorial series is
completed, users are allowed to create their own levels using
downloaded game templates.
[0012] A created game level can be saved, play tested, reset to its
initial state, or exited without saving. Saved game levels can be
shared with other players.
[0013] In a Challenge Mode, a user can create a custom level based
on a particular theme and/or rules and submit it to an online
competition judged by other players. Play levels created by other
users can be downloaded by the user and judged once. The judging
results for any submitted level can be accessed online.
BRIEF DESCRIPTION OF THE DRAWINGS
[0014] These and further aspects of the exemplary illustrative
non-limiting implementations will be better understood in light of
the following detailed description of illustrative exemplary
non-limiting implementations in conjunction with the drawings, of
which:
[0015] FIG. 1 shows an exemplary illustrative non-limiting
implementation of an overall networked gaming system;
[0016] FIG. 2A shows an exemplary illustrative non-limiting game
device including a first liquid crystal display and a second liquid
crystal display;
[0017] FIG. 2B is a block diagram showing an exemplary illustrative
non-limiting electric configuration of the game device 10;
[0018] FIG. 3 shows an exemplary flow of a user driven contest
conducted offline; and
[0019] FIG. 4 shows an exemplary flow of a user driven contest
conducted online.
[0020] FIG. 5 shows a screen shot for a game level titled
"Brimming" and created by Xander;
[0021] FIG. 6 shows a screen shot of downloaded created game
levels;
[0022] FIG. 7 shows a screen shot of the Challenge Center which
provides Challenge Updates;
[0023] FIG. 8 shows another screen shot of the Challenge Center
providing Challenge information;
[0024] FIG. 9 shows a screen shot of a Friends & Favorites
listing for sharing submitted game levels; and
[0025] FIG. 10 shows a screen shot for a shared game level that has
been judged by Skitter.
DETAILED DESCRIPTION
[0026] FIG. 1 shows an exemplary illustrative non-limiting
implementation of a networked gaming system S. In the exemplary
illustrative non-limiting system S, a gamer G plays a video game or
runs another networked application on a networked gaming or other
platform P. Platform P can be for example a Nintendo DS portable
handheld wireless gaming platform, the Nintendo Revolution
platform, or any other gaming or other networked platform capable
of playing a game or providing other application(s).
[0027] Gaming platform P connects via a wireless or wired link L1
to a network N. Network N can be for example the Internet, an
802.11 wireless "WI-FI" network in the ad hoc or infrastructure
mode, a cellular telephone network, a local area network, a wide
area network, or any other network capable of communicating
information between devices. Platform P uses the network to allow
gamer G to play multi-player games against other garners F1 . . .
FN, R1 . . . RN who may be remotely located. These other garners
can be located across the room, across town or across the
world.
[0028] As further shown in FIG. 1, servers such as a matchmaker
server M, a game server GS, a web server W and a chat server C are
coupled directly or indirectly to network N. Gaming platforms P, F1
. . . FN, R1 . . . RN can communicate with these various servers M,
GS and W via network N. In the exemplary illustrative
implementation, each of servers includes a mass storage device MD
for securely storing information concerning the identities and
other information about users of gaming platforms P, F1 . . . FN,
R1 . . . RN.
[0029] Matchmaker server M (which may be a conventional server and
associated software provided by Game Spy) matches up video game
players based on skill level, previous game statistics,
geographical location, or any of a variety of other
characteristics, and may keep track of player status information
such as which players are online and which ones are not, which
online players are already engaged in playing a game and which ones
are waiting to play, which "ready room" each player inhabits
waiting to play a game with others in the same virtual "ready
room", and other functionality.
[0030] Web server W (which may be coupled to matchmaker server M)
can allow gamers to access certain types of status information
about other players via a conventional web browser launched on
gaming platforms P or other appliances having embedded or other web
browser functionality.
[0031] Game Server GS may provide game downloads or other
information downloads.
[0032] Chat server C may provide facilities to allow certain
garners to "chat" (communicate) via text messaging, voice
messaging, video messaging, or other messaging.
[0033] In the exemplary illustrative non-limiting system S shown,
the gamer G operating gaming platform P can play a multiplayer game
over network N with (at least) two different categories of other
gamers: "Friends"F1 . . . FN or "Rivals" R1 . . . RN. In the
exemplary illustrative non-limiting example, a "Friend" is someone
the gamer G knows personally. A "Rival" is someone the gamer G does
not know personally but perhaps has "met" online (e.g., by being
matched up by matchmaker server M with that person to play a game
previously) and which the gamer G wants to keep track of for future
game play.
[0034] In the exemplary illustrative non-limiting implementation,
system S maintains different lists or rosters for Friends and
Rivals, and handles each of those lists or rosters differently
while allowing gamer G to selectively play games against Friends,
Rivals or both. Additional or different categories of opponents can
be provided if desired.
[0035] Exemplary Illustrative Non-limiting Gaming Platform
[0036] Referring to FIG. 2A, a game device P of one exemplary
illustrative non-limiting implementation includes a first liquid
crystal display (LCD) 12 and a second LCD 14. The LCD 12 and the
LCD 14 are provided on a housing 16 so as to be arranged in a
predetermined position. In this implementation, the housing 16
consists of an upper housing 16a and a lower housing 16b, and the
LCD 12 is provided on the upper housing 16a while the LCD 14 is
provided on the lower housing 16b. Accordingly, the LCD 12 and the
LCD 14 are closely arranged so as to be longitudinally (vertically)
parallel with each other.
[0037] It is noted that although the LCD is used as a display in
this implementation, an EL (Electro-Luminescence) display or a
plasma display may be used in place of the LCD. Alternatively, a
CRT display may be used for game consoles, arcade video game
machines, etc.
[0038] As can be understood from FIG. 2A, the upper housing 16a has
a planar shape a little larger than a planar shape of the LCD 12,
and has an opening formed so as to expose a display surface of the
LCD 12 from one main surface thereof. The lower housing 16b has a
planar shape horizontally longer than the upper housing 16a, and
has an opening formed so as to expose a display surface of the LCD
14 at an approximately center of the horizontal direction.
Furthermore, the lower housing 16b is provided with a sound hole 18
and an operating switch 20 (20a, 20b, 20c, 20d, 20e, 20L and
20R).
[0039] The upper housing 16a and the lower housing 16b are
rotatably connected at a lower side (lower edge) of the upper
housing 16a and a part of an upper side (upper edge) of the lower
housing 16b. Accordingly, in a case of not playing a game, for
example, if the upper housing 16a is rotatably folded such that the
display surface of the LCD 12 and the display surface of the LCD 14
are face to face with each other, it is possible to prevent the
display surface of the LCD 12 and the display surface of the LCD 14
from being damaged. The upper housing 16a and the lower housing 16b
are not necessarily rotatably connected with each other, and may
alternatively be provided integrally (fixedly) to form the housing
16.
[0040] The operating switch 20 includes a direction instructing
switch (cross switch) 20a, a start switch 20b, a select switch 20c,
an action switch (A button) 20d, an action switch (B button) 20e,
an action switch (L button) 20L, and an action switch (R button)
20R. The switches 20a, 20b and 20c are placed at the left of the
LCD 14 on the one main surface of the lower housing 16b. The
switches 20d and 20e are placed at the right of the LCD 14 on the
one main surface of the lower housing 16b. Switches 20L and 20R are
placed in a part of an upper edge (top surface) of the lower
housing 16b and lie on each side of the connected portion with the
upper housing 16a.
[0041] The direction instructing switch 20a functions as a digital
joystick, and is used for instructing a moving direction of a
player character (or player object) to be operated by a player,
instructing a moving direction of a cursor, and so forth by
operating any one of four depression portions. The start switch 20b
is formed by a push button, and is used for starting (restarting) a
game, temporarily stopping (pausing) a game, and so forth. The
select switch 20c is formed by the push button, and used for a game
mode selection, etc.
[0042] The action switch 20d (that is, the A button) is formed by
the push button, and allows the player character to perform an
action that is game specific. For example, it may be used for
instructing character movement direction, such as hitting
(punching), throwing, holding (obtaining), riding, jumping, etc.
For example, in an action game, it is possible to apply an
instruction of jumping, punching, moving arms, etc. In a
role-playing game (RPG) or a simulation RPG, it is possible to
apply an instruction of obtaining an item, selecting and
determining acts or commands, etc. The action switch 20e (that is,
the B button) is provided by a push button, and is used for
changing a game mode selected by the select switch 20c, canceling
an action determined by the A button 20d, and so forth.
[0043] The action switch (left depression button) 20L and the
action switch (right depression button) 20R are formed by a push
button. The left depression button (L button) 20L and the right
depression button (R button) 20R can perform the same operation as
the A button 20d and the B button 20e, and also function as a
subsidiary of the A button 20d and the B button 20e.
[0044] A touch panel 22 is provided on a top surface of the LCD 14.
As the touch panel 22, any type of a resistance film system, an
optical system (infrared rays system) or an electrostatic
capacitive coupling system, for example, can be used. In response
to an operation of depressing, stroking or touching with a stick
24, a pen (stylus pen), or a finger (hereinafter, referred to as
"stick 24, etc.") on a top surface (detection surface) of the touch
panel 22, the touch panel 22 detects coordinates of operating
position of the stick 24, etc. and outputs coordinate data
corresponding to the detected coordinates.
[0045] According to this implementation, the exemplary non-limiting
resolution of the display surface of the LCD 14 is 256
dots.times.192 dots, and a detection accuracy of a detection
surface of the touch panel 22 is also rendered 256 dots.times.192
dots in correspondence to the resolution of the display surface
(this is the same or approximately the same as for the LCD 12).
Detection accuracy of the detection surface of the touch panel 22,
however, may be lower than the resolution of the display surface of
the LCD 14, or higher than it. In the detected coordinates of the
touch panel 22, a point of origin (0, 0) is on an upper left
corner, a right horizontal direction is an X-axis normal direction
and a downward vertical direction is a Y-axis normal direction (the
same applies to the coordinate system of the LCD 14 (12)). A
three-dimensional game space often has X and Y coordinates on the
horizontal plane and a Z axis in a vertical direction.
[0046] It is possible to display different game images (game
screens) on the LCD 12 and the LCD 14. This allows the player to
point at (specify) or make active (move) character images displayed
on the screen of the LCD 14, such as player characters, enemy
characters, item characters, text information and icons, or select
a command, by operating the touch panel 22 with the stick 24, etc.
This also makes it possible to change an orientation of a virtual
camera (viewpoint) provided in the three-dimensional game space or
scroll through a game screen (the screen is displayed in a state of
being gradually moved).
[0047] As stated above, the game device 10 has the LCD 12 and the
LCD 14 as a display portion of two screens, and by providing the
touch panel 22 on an upper surface of any one of them (LCD 14 in
the first embodiment), the game device 10 has the two screens (LCD
12, 14) and the two operating portions (20, 22).
[0048] Additionally, in this implementation, the stick 24 can be
inserted into a housing portion (housing slot) 26 provided in
proximity to a side surface (right side surface) of the upper
housing 16a, for example, and taken out therefrom as necessary. In
a case of providing no stick 24, it is not necessary to provide the
housing portion 26.
[0049] The game device 10 further includes a memory card (or game
cartridge) 28. The memory card 28 is detachable, and inserted into
a loading slot 30 provided on a rear surface or a lower edge
(bottom surface) of the lower housing 16b. Although omitted in FIG.
2A, a connector 46 (see FIG. 2B) is provided at a depth portion of
the loading slot 30 for connecting a connector (not shown) provided
at an end portion of the memory card 28 in the loading direction.
When the memory card 28 is loaded into the loading slot 30, the
connectors are connected with each other, and therefore, the memory
card 28 is accessible by a CPU core 42 (see FIG. 2B) of the game
device 10.
[0050] A speaker 32 (see FIG. 2B) is provided at a position
corresponding to the sound hole 18 inside the lower housing 16b. A
battery accommodating box is provided on a rear surface of the
lower housing 16b, and a power switch, a volume switch, an external
expansion connector, an earphone jack, etc. are provided on a
bottom surface of the lower housing 16b.
[0051] FIG. 2B is a block diagram showing an exemplary illustrative
non-limiting electric configuration of the game device 10.
Referring to FIG. 2B, the game device 10 includes an electronic
circuit board 40, and on the electronic circuit board 40, a circuit
component such as a CPU core 42, etc. is mounted. The CPU core 42
is connected to the connector 46 via a bus 44, and is connected
with a RAM 48, a first graphics processing unit (GPU) 50, a second
GPU 52, an input-output interface circuit (hereinafter, referred to
as "I/F circuit") 54, and an LCD controller 60.
[0052] The connector 46 is detachably connected with the memory
card 28 as described above. The memory card 28 includes a ROM 28a
and a RAM 28b. The ROM 28a and the RAM 28b are connected with each
other via a bus and also connected with a connector (not shown) to
be connected with the connector 46. Accordingly, the CPU core 42
gains access to the ROM 28a and the RAM 28b as described above.
[0053] The ROM 28a stores in advance a game program for a virtual
game to be executed by the game device 10. ROM 28a may also store
image data (character image, background image, item image, icon
(button) image, message image, etc.), data representing sounds or
music used to accompany the game (sound data), etc. The RAM (backup
RAM) 28b stores (saves) proceeding data and result data of the
game.
[0054] The RAM 48 is used as a buffer memory or a working memory.
The CPU core 42 loads the game program, the image data, the sound
data, etc. stored in the ROM 28a of the memory card 28 into the RAM
48, and executes the loaded game program. The CPU core 42 executes
a game process while storing in the RAM 48 data (game data and flag
data) temporarily generated in correspondence with progress of the
game.
[0055] The game program, the image data, the sound data, etc. are
loaded from the ROM 28a entirely at a time, or partially and
sequentially so as to be stored (loaded) into the RAM 48.
[0056] Each of the GPU 50 and the GPU 52 forms a part of a
rendering means. They may be provided by, for example, a single
chip ASIC. GPU 50, 52 receive graphics commands from the CPU core
42 to generate game image data according to the graphics command.
The CPU core 42 provides each of the GPU 50 and the GPU 52 with an
image generating program (included in the game program) used to
generate the game image data in addition to the graphics
command.
[0057] GPU 50 is connected with a first video RAM (hereinafter,
referred to as "VRAM") 56. GPU 52 is connected with a second VRAM
58. The GPU 50 and the GPU 52 obtain data required for the GPU 50
and the GPU 52 to execute the graphics command (image data:
character data, texture data, etc.) by access to a first VRAM 56
and a second VRAM 58, respectively. The CPU core 42 writes the
image data required for graphics drawing into the first VRAM 56 and
the second VRAM 58 via the GPU 50 and the GPU 52. The GPU 50
accesses the VRAM 56 to generate the game image data for graphics
drawing. GPU 52 accesses the VRAM 58 to generate the game image
data for graphics drawing.
[0058] The VRAM 56 and the VRAM 58 are connected to the LCD
controller 60. The LCD controller 60 includes a register 62.
Register 62 consists of, for example, one bit. Register 62 stores a
value of "0" or "1" (data value) according to an instruction of the
CPU core 42. When the data value of the register 62 is "0", the LCD
controller 60 outputs the game image data generated by the GPU 50
to the LCD 12, and outputs the game image data generated by the GPU
52 to the LCD 14. When the data value of the register 62 is "1",
the LCD controller 60 outputs the game image data generated by the
GPU 50 to the LCD 14, and outputs the game image data generated by
the GPU 52 to the LCD 12.
[0059] The LCD controller 60 reads out game image data directly
from the VRAM 56 and the VRAM 58, and reads out game image data
from the VRAM 56 and the VRAM 58 via the GPU 50 and the GPU 52.
[0060] The I/F circuit 54 is connected with the operating switch
20, the touch panel 22 and the speaker 32. Operating switch 20 is
the above-described switches 20a, 20b, 20c, 20d, 20e, 20L and 20R.
In response to an operation of the operating switch 20, a
corresponding operation signal (operation data) is input to the CPU
core 42 via the I/F circuit 54. The coordinates position data from
the touch panel 22 is input to the CPU core 42 via the I/F circuit
54. The CPU core 42 reads-out the sound data necessary for the game
such as a game music (BGM), a sound effect or voices of a game
character (onomatopoeic sound), etc. from the RAM 48, and outputs
it from the speaker 32 via the I/F circuit 54.
[0061] FIG. 2B further shows a "Wi-Fi" wireless adapter 33 and
associated antenna 35. Wi-Fi wireless adapter 33 comprises a
transceiver (transmitter and receiver) that allows gaming platform
P to communicate wirelessly via network N. Wi-Fi wireless adapter
33 may comprise for example a baseband system, modulator and
amplifiers compliant with the conventional 802.11 standard. Wi-Fi
wireless adapter 33 wirelessly receives information transmitted
over RF from other devices, and wirelessly sends information to
other devices. Other wired or wireless technology (e.g., Ethernet,
WAN, Bluetooth, etc.) could be substituted. Wireless adapter 33
allows gaming platform P to communicate with other gaming platforms
or other devices in the same room or vicinity and/or with more
remote devices. Network N could be a very localized network such as
a 20-meter range WI-FI ad hoc connection, or it could be a
worldwide network such as the Internet, or any other wired or
wireless network you can think of.
Example Level Construction
[0062] FIG. 3 shows an exemplary non-limiting implementation of a
playground game flow for creating game levels and submitting a
created game level for a contest mode. These actions may be taken
offline except for the downloading of game templates and uploading
of a created game level for a contest. In step S1902, the user
selects the construction zone and in step S1904 contest is selected
so that in step S1906 a suitable contest template is obtained for
the user to create contest levels and view the created contest
levels.
[0063] More particularly, in step S1906, selection of the create
contest levels will first cause the user to be connected to network
N in step S1908 to get the latest contest template before starting
to create any contest levels. Thereafter in step S1914 the user is
able to create or edit his own contest levels.
[0064] If in step S1906 the view contest levels selection is made
then contest levels are displayed in step S1910. The status of the
displayed contest levels is given as current, expired or winner. A
selected contest level can be played, edited or deleted in step
S1912. If the selected contest level is to be edited and has not
expired the flow chart proceeds to step S1914 for editing of the
selected and current contest level.
[0065] After the contest levels have been created or edited in step
S1914 it is determined in a play test whether the contest level is
playable. Levels can be constructed as described for example in
U.S. patent application Ser. No ______, entitled "Method and
Apparatus for Constructing Virtual Sloped Landscapes in Computer
Graphics and Animation," filed on date even herewith (attorney
docket 723-3097); Ser. No. ______, entitled "Real-Time Terrain
Animation Selection," filed on date even herewith (attorney docket
723-3099); Ser. No. 13/156,762 filed Jun. 9, 2011, entitled "Rivet
Mechanisms" (attorney docket 723-3088); and Ser. No. ______,
entitled "Methods and/or Systems for Designing Virtual
Environments" (attorney docket 723-2837), filed on date even
herewith; all incorporated by reference. If the user successfully
passes the play test of the level, then in step S1916 the user can
retry the level, edit the level, submit the level, or exit. If the
submit level button is activated in step S1916 the user is
connected to Nintendo WFC to upload the contest level in step
S1918.
[0066] In step S1920 it is determined whether the contest level has
expired. If the answer is yes, the contest level ends and the user
is instructed in step S1922 to download the latest contest template
and create a new level to submit before contest submission ends. If
the answer in step S1920 is no, then a further determination is
made as to whether the contest level for a current contest has
already been submitted in step S1924. If the answer is no, then the
flow chart ends by submitting or uploading the user's created
contest level in step S1928. If the answer in step S1924 is yes,
then the user is notified in step S1926 that the contest level has
already been submitted and only one contest level can be submitted
per contest. The user is also instructed to judge other contest
levels to help determine contest winners and to check back later to
see if the user's contest level is a winner.
Example Online Contesting
[0067] FIG. 4 shows a playground game flow for a contest mode which
is conducted online. In step S2002 if the construction zone is
selected and in step S2004 if the contest level is selected, then
the latest information about the latest contest template is
provided to the user in step S2006.
[0068] If the view contest levels is selected in step S2006 then in
step S2008 the user is connected to the Nintendo WFC.
[0069] In step S2010 the user submits a contest level, gets the
latest contest template or downloads contest levels. In step S2012
it is checked if the user has the latest contest template and
downloads it if the user does not. If the user downloads contest
levels, then in step S2014 certain information is provided
concerning the contest level including the contest title,
description and end date.
[0070] In step S2016 the current contest levels are randomly
displayed and in step S2028 the top ten levels of the past contests
are displayed.
[0071] If the user submits a contest level in step S2010, then it
is determined in step S2018 whether the contest level is expired.
If the contest level is expired, then in step S2020 notification of
that fact is provided to the user. If the contest level has not
expired, then in step S2022 the user is asked whether the contest
level for the current contest has been submitted. If the answer is
no, then in step S2026 the user's created contest level is
submitted. If the contest level has been previously submitted,
however, then in step S2024 the user is notified that the level has
already been submitted for the contest and only one level can be
submitted per contest. The user is also instructed to judge other
contest levels to help determine contest winners and to check back
later to see if the level is a winner.
[0072] FIG. 5 is a screen shot of a contest level named "Brimming"
that was created by Xander. The number of downloads and the high
score for the Brimming level are provided together with an
identification of the template used (000003) and other identifiers,
i.e., normal and small. The screen shot includes activation buttons
for delete and play of the level.
[0073] FIG. 6 is a screen shot of downloaded levels. FIGS. 7 and 8
show screen shots of the Challenge Center which respectively
provide Challenge Updates and Construction Zone News. FIGS. 9 and
10 are screen shots showing the submission of levels to Friends
& Favorites. More particularly, FIG. 9 shows the listing of
Friends & Favorites that can be used for sharing created
contest levels, and FIG. 10 shows a screen shot of contest level
judged by Skitter.
[0074] While the technology herein has been described in connection
with exemplary illustrative non-limiting implementations, the
invention is not to be limited by the disclosure. For example,
while exemplary illustrative non-limiting implementations have been
described in connection with portable wireless video game
platforms, any sort of appliance capable of being connected to a
wired and/or wireless network may be used. The invention is
intended to be defined by the claims and to cover all corresponding
and equivalent arrangements whether or not specifically disclosed
herein.
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